I am an inexperienced dungeon master, and I need an advice, basically on how you create a villain that will last long enough to be the focus of a whole campaign. The idea I have now for the campaign I want to start is a villain who trades souls to fiendish and undead powers who is, at the moment, waaaaay out of the pcs' league. judging by the playing habits of my players, it will take them a bit over a month to finally get their hands on it. should I let my players put it to the sword, or should I have it run away only to return stronger than ever before? In the event that my players manage to kill it how can I keep the soul-trading theme going?
The villain should have access to a teleport, either spell or magic item. Then decide when he will use it. Typically, intelligent foes will bail when they get to 25% of their max HP.
Alternatively, the bad guy should have lots of minions he can use as meat shields while he escapes, so the PC's don't get tired of the same escape trick. Of course, secret doors and escape routes should be available.
The villain needs exceptionally high A/C, HP, stats and resistance/immunity to the most common attacks/tactics. (e.g. fire, surprise)
Giving him lair actions while at his home base. Legendary resistance should be an option.
He should have one mega attack that will make the PC's very cautious around him. (recharge on a 5 or 6)
Also, give him political immunity. For example, everyone but the PC's believes him to be beyond reproach.
Give your BBEG minions who are more appropriate challenges for the heroes. Even if they are not his faithful servants, they can be people who profit from an enterprise with him. As an example, some less than savory "merchants" who run a press gang rounding up people who are then sold to the BBEG so he can sacrifice their souls. Or a benign looking job opportunity that people take but never return from "My brother Milton took this job that was supposed to be wood cutting. He said he'd work for a season and come back with money to save our farm with. It's been almost half a year and he's never returned or sent word. I worry for him."
Little plot threads that help indicate that people are going missing and nobody knows why. The players can follow those threads to the minions and eventually the BBEG. Bonus points after BBEG is gone: The fiendish and undead powers are also BBEG's who treat your mortal villain as their minion. They'll be a bit upset if he's gone...
The villain should have access to a teleport, either spell or magic item. Then decide when he will use it. Typically, intelligent foes will bail when they get to 25% of their max HP.
Alternatively, the bad guy should have lots of minions he can use as meat shields while he escapes, so the PC's don't get tired of the same escape trick. Of course, secret doors and escape routes should be available.
The villain needs exceptionally high A/C, HP, stats and resistance/immunity to the most common attacks/tactics. (e.g. fire, surprise)
Giving him lair actions while at his home base. Legendary resistance should be an option.
He should have one mega attack that will make the PC's very cautious around him. (recharge on a 5 or 6)
Also, give him political immunity. For example, everyone but the PC's believes him to be beyond reproach.
sound battle tattics, the lot of them. they'll be useful for the final battle!
Give your BBEG minions who are more appropriate challenges for the heroes. Even if they are not his faithful servants, they can be people who profit from an enterprise with him. As an example, some less than savory "merchants" who run a press gang rounding up people who are then sold to the BBEG so he can sacrifice their souls. Or a benign looking job opportunity that people take but never return from "My brother Milton took this job that was supposed to be wood cutting. He said he'd work for a season and come back with money to save our farm with. It's been almost half a year and he's never returned or sent word. I worry for him."
Little plot threads that help indicate that people are going missing and nobody knows why. The players can follow those threads to the minions and eventually the BBEG. Bonus points after BBEG is gone: The fiendish and undead powers are also BBEG's who treat your mortal villain as their minion. They'll be a bit upset if he's gone...
the idea of the press gang is actually nice, especially if they are careful enough to press paupers or outcasts as to attract less notice
One of my favorite and most inspirational resources for great Villains is a book called The Wise and the Wicked. While I think its great to create your own villains, generally its very easy to become very one dimensional unless you are exceptionally creative so a book of interesting and very unique villains even if just used for inspiration for creating your own is a great way to approach it.
I am an inexperienced dungeon master, and I need an advice, basically on how you create a villain that will last long enough to be the focus of a whole campaign. The idea I have now for the campaign I want to start is a villain who trades souls to fiendish and undead powers who is, at the moment, waaaaay out of the pcs' league. judging by the playing habits of my players, it will take them a bit over a month to finally get their hands on it. should I let my players put it to the sword, or should I have it run away only to return stronger than ever before? In the event that my players manage to kill it how can I keep the soul-trading theme going?
Just a few quick thoughts
The villain should have access to a teleport, either spell or magic item. Then decide when he will use it. Typically, intelligent foes will bail when they get to 25% of their max HP.
Alternatively, the bad guy should have lots of minions he can use as meat shields while he escapes, so the PC's don't get tired of the same escape trick. Of course, secret doors and escape routes should be available.
The villain needs exceptionally high A/C, HP, stats and resistance/immunity to the most common attacks/tactics. (e.g. fire, surprise)
Giving him lair actions while at his home base. Legendary resistance should be an option.
He should have one mega attack that will make the PC's very cautious around him. (recharge on a 5 or 6)
Also, give him political immunity. For example, everyone but the PC's believes him to be beyond reproach.
Give your BBEG minions who are more appropriate challenges for the heroes. Even if they are not his faithful servants, they can be people who profit from an enterprise with him. As an example, some less than savory "merchants" who run a press gang rounding up people who are then sold to the BBEG so he can sacrifice their souls. Or a benign looking job opportunity that people take but never return from "My brother Milton took this job that was supposed to be wood cutting. He said he'd work for a season and come back with money to save our farm with. It's been almost half a year and he's never returned or sent word. I worry for him."
Little plot threads that help indicate that people are going missing and nobody knows why. The players can follow those threads to the minions and eventually the BBEG. Bonus points after BBEG is gone: The fiendish and undead powers are also BBEG's who treat your mortal villain as their minion. They'll be a bit upset if he's gone...